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Robster

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Everything posted by Robster

  1. Hey dudes! I've been told that apps like Photoshop works with some adjusting color parameters to display a better color ingame, i.e., sat map and color textures... Once I heard sometihing about RGB ICCs, color management and PBC (something)... Does anynone knows which is the best config to work with color just to be sure that it will look fine ingame? The idea is to keep accurate colors ingame, since my last projects lack of "vibrance" when imported to game... looking a bit desaturated and never the same... I know this is going beyond mere map making but, for all of aus, ArmA map makers is important... i.e.: to get a satout pic which tones and colors really matches the sat pic... hope someone can help... Salutes compadritous!!!
  2. Robster

    4000 map size to 8000

    @Random... yeah. yeah... i play with 10000m view distance and all video settings on highest available settings... I like to push hw and still may play nicely... I will take a piece of Andes Mountains (my everyday landscape) and reduce them to backyard size, just to see how that 1 m dem could look like... maybe download some 1m dem from some usa sites... just to try... and we -ARMA2LA.COM- usually play on 4x4m multiplayer with no issues at all (and not everyone has an updated machine), so when i say micro map i mean precisely 1x1m grid size... look for some Deanos Beanos attempts on that size... you'll see trenches, fox holes and stuff like that... ... and some pics coming from you would help me to realize the difference between "night and day" hahahaha Saludines papucho! EDIT: Reducing the Great Canyon, instead Andes, would be great for a nasty trenches firefight ;)
  3. Robster

    World Machine 2, terrainbuilder

    If could spend some bucks I would go for L3DT or Daylon Leveller... there is no mess with those... just giv'em a try... both offer free trials... saludos!
  4. Robster

    The Ingame map

    eee nop... vis does not create maps automatically... anyway, there are a few apps that create "fantasy worlds" that could be imported into vis to make an ingame map... but even this way there will be a lot of work ahead to succeed... just take a look over those tutorials... chabela washon!
  5. Robster

    4000 map size to 8000

    I recommend you to watch for those tiny projects with micro maps and then get your own conclusions... I am running on six cores 1 GB NvGPU DDR5 and believe me... those are pretty heavy stuff... On the other hand, why do you need such resolution? I already enjoy the most these 4x4m grid maps with 10 m DEMs... IMO it's enough... remember that these vertices are stored in a matrix format (x,y,z), so the computer already has to do a lot of calcs related to the net display... in fact, with a >1m resolution most of the time we would be talking about objects placement since all those calcs I mentioned would become useless... anyway, it could be a different approach to map making... but any math-molded-brain guy would conclude that it isn't efficient, I mean, to display a wide net of points it would become useless when working with certain amount of data... precisely when calcs come between centimeters, even milimeters, microns... for a 3d map? no joking, but it sounds like a joke... saludeins! ;) EDIT: Indeed it would probably help when researching misteries of quantum mechanics...
  6. Robster

    Satallite image problems

    yes. To not to tweak settings on map, I always go for a well known measure: 8192x8192, 5120x5120, 4096x4096, all binary multiplied... saludos!
  7. Robster

    Satallite image problems

    Did you try with the Gimp or Irfanview? remember that in a map you have to get a "binary multiplied square" image... i.e.: 1024x1024, 2048x2048, etc... If you can use Photoshop CS5 you can apply and fix all that almost automatically...Cheers!
  8. hey bush!!! just for the record... in your new brand guide please take notice that setting a second texture layer (with same parameters than base texture layer) helps to gain a lot of focus when viewing rivers water from distance.... very helpful with low deep rivers and deltas... cya!
  9. Excelent effort Bush! Congratulations!!! Also I would like to recommend "Shezan's World Tools" for those who really want to make big stuff with not much pain... And Notepad++ is ok for all renaming, scripting and coding stuff... and it's free as a bird, you know... cheers!
  10. Robster

    ILS position / direction

    well, I found a lot of problems doing a working airport taxiway, so I started to study trigonometrics -I did not choose to have a math ground at school more than 20 years ago- and I came up with an excel sheet with just one formula to set coords properly... thanks to my own brother and my pal "Manolo" who helped me to figure this out :D At this very moment I have the same doubt that DK exposed above, relating to length of airport runway ... Anyways, I did learn a bit about these trigonometrical functions to get us all a working calc sheet to continue with the helpful tutorial already mentioned... The final goal is to get automatically five points/coords as stated graphically on the referred tutorial (taxi in and outs with one middle common point/coord) I am thinking this may be useful since the method using .sqs files often times tend to fail when tracing airplanes taxi routes... Here you can download the xls sheet I got till this moment... and I hope that some math-molded-brain guy can finish this job: this is not polar notation, so you have to draw or define points parameters as following example shows: let's say we have this, X,Y = 0,0 and lenght = 100 and bearing = 0º (north), then we get "n" as a result, so X,Y = 0+n,0+n // lenght = 40 // bearing 45º NE, and then we get "nn" as a result, so X,Y = 0+n+nn,0+n+nn... and so on... did I make myself clear enough ??? ;) Hope it help us all ... :D
  11. Robster

    maps under construction:

    @Gunny: I saw you went for l3dt right? it looks promising!
  12. Robster

    VB-Edit

    @ZeroG: You got a good point there: "improved development tools as DLC would be also thinkable". Cheers!
  13. Robster

    ArmA3 Wishlist and Ideas

    Dear ARMA3 Bis Devs: Since I've been playing your games trough years I have realised that I do not like anything like a HUD or menus system within game... So I would appreciate you may consider to get rid of these HUDs in veteran or expert mode... Actually in my clan we disable any graphic menu as far as we can but this can't be achievable at 100%... For example... I have to press "g" key to access inventory menu... and there is when I think we could see hands of self character dealing with his gear... Not to mention the option for changing silencer, lights or scopes on rifles... closer the way that crysis did... viewing the weapon... but with no huds... Personally I would love this... getting closer to a sim where there won't be any visual help when you are on a veteran or expert mission ... pretty cool for me... I know that I am asking too much, but what's this thread for? Saludos y gracias de todos modos!!!!
  14. I am not sure but those are max values within a 512*512 px area???
  15. Robster

    project peremeters

    Currently I am busy with a 2048 x 2048 px with 5 sq.mts. cell = 10240 sq.mts. In this case base texture layer should be 20 mts. or larger for a good performance on FPS. Saludos!
  16. If you have never done a mask before... then follow the advice from Beton, cause you have to identify your color mask, mess with mapLegend.png file and a lot of other explanations... Anyway, imo the most easy way to make a mask with the Gimp is using index colors over your sat pic... this works most of the time for sandboxes like maps... otherwise you have to paint roads, airport and other artificial objects to avoid grass growing inside a house, for example, Try with no more than six colors to begin -you can choose your own palette: choose plain RGB -just like black (RGB code 0,0,0), blue (0,0,255) and then go for mixed ones yellow, gray, etc- and don't forget to restore RGB colors before saving your png 16 bits file ... always use the extension _lco as it used according BIS standards... It is important that your mask matches the corresponding data stored in your layers.cfg file... specially the RGB colors for each texture... Once you have used index colors you can be sure that no other colors will be there and thus you may trust that textures will appear where you want them to appear... otherwise textures may be misplaced or lost... For easy color recognition you may use the app Texview that get installed with Bis Tools 2, sending your recently created mask there (click over and send to... etc)... Another wonderful app you may use for these purposes is World Tools from Shezan... there you have to go to forest generator, load your mask and then analyze image... it will tell you how many colors are there showing a list with RGB color codes specifically used ... These are the basics... then you can begin to use layers with the Gimp, in order to customize your textures. i.e.: sands near river or sea coasts, rocky textures near high hills, a mixture of both for desert and dunes, and so on... Saludos! Cheers!
  17. Robster

    Help with Sat Texture

    If there are no textures probably your path to those textures is wrong or there is some mistake regarding them... Check your layers.cfg file and read carefully those paths (if any)... also examine for any mistake dealing with rgb values in your mask_lco.png ... you may use texview bis tool to check for every RGB value... If everything is correct... look for any misplaced or changed path in your rvmat files inside data folder... That is what i do when tracking for some issue like the aforementioned... Cheers mate!
  18. Robster

    Terrain

    afaik you can not change terrain just by making a mission, but instead you can deploy some ground objects just like snow object from A2, for example... saludos!
  19. Here is the method I use: I fly over airport within buldozer looking the whole area and then copy screen (pressing that key located above insert key on standard keyboards) and then save that on MS paint... before that I go for PS and cut only the airport part and I paste it on my sat_lco.png ... sometimes I have to adjust a bit to the right or left and mess a bit with brightness levels but the end result is almost perfect... To know where the airport is located in the sat_lco pic, I use a new PS layer previously obtained by exporting "map as image" on visitor3 (preferably blue bottom color and red for objects)... In fact, this method is useful for painting every relevant object that need to be seen from mid distance when flying around... eg: farms, roads, etc... Cheers!
  20. Everyone in my Clan (www.arma2la.com) is playing mostly middle east maps already, so I do not see big interest for playing any Latin American map... We should be done with our Clafghan Map very soon (if I can learn how to fix rvmats issues at once)... there you have some pics: http://forums.bistudio.com/showpost.php?p=1897389&postcount=44 BTW we have had some mexican people with us, including a real USMC sargent who serves on a M1A1 MBT (wow!)
  21. Steam is pretty comfortable when verifying game cache and doing further reinstall, I haven't tried other methods of installation... That procedure with rvmats seems to be correct but Mikero warned me about long text strings, then he suggested to me to use his moveobjects app to do it so... I haven't do any of that yet... http://dev-heaven.net/projects/mikero-pbodll/files saludetes!!!
  22. Thanks buddy! I'll give it a try, but I am not so sure about that advice relating .cpp versus .bin files... Afaik, BINPBO always choose bin files first when there is cpp in the pertaining folder... thus if we have cpp files and no bins, those will be binarized anyway... then, I don't understand which is the real difference between choosing cpp rather than bin config files...
  23. As told you before, once I had to reinstall the game cause I had a similar issue... Thought it was buldozer, but no... it was the game itself.... some file corrupted or something like that... Steam said my game was incomplete or something like that... BTW, that happened about a month ago when the last update came up... Now everything is running fine for me, but my own mistakes with configs and such... My clutters are some sort of mixed or unfitted... Mikero told to not to mess with rvmats... so I will have to review all that stuff from the beginning And don't forget to work preferably with JUST ONE project on your p drive at a time... If you want to move to another project you better move your current one to another place... Some time ago, I was working with several projects on my p drive under my tagname folder until i saw some mixed paths with projects that should'nt be there at all... so, to avoid any undesired overlap, now I keep one and only one map at a time... saludos!
  24. How do I fix that warning mentioned in the log made by BINPBO ??? I can't use any clutter cause it's allegedly older ... I saw this would be related to BINPBO... But I am not sure... What am I doing wrong this time??? MAIN WINDOW IN BINPBO PE Addon source directory p:\cla\kunar Destination directory c:\ (whatever) ticked clear temp folder ticked binarize OPTIONS SECONDARY WINDOW List of files... *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf ticked create log file Path to signature... (nothing) Path to temporary folder p:\bin_temp Path to project folder p:\cla unticked Use source path Addon prefix (none) ticked automatically
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